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Jude Mathis Guide by Dagoldenclip2

Version: 1.01 | Updated: 08/30/2013

Tales of Xilla: Jude Character Guide

TABLE OF CONTENTS              [ToC]

1: Table of Contents...............[ToC]
2: Introduction....................[Intro]
   2.1: Contact Information........[Contact]
3: Version History.................[Version]
4: Jude FAQ........................[Jude00]
   4.1: Jude basic breakdown.......[Jude01]
   4.2: Jude's Arte breakdown......[Jude02]
   4.3: Jude Recommendation........[Jude03]
5: Legal Mumbo Jumbo...............[Legal]
6: Conclusion......................[Conc]

INTRODUCTION                   [Intro]

Hello, my user-name is dagoldenclip2 but everyone simply calls me Clip.
I started playing Tales in 2003 with Tales of Symphonia, but 
I didn't gain higher technical insight until I started getting
into solo and challenge runs. With many runs and character 
understanding under my belt over the years I've managed to gain
a good grasp in terms of how to effectively master the vast amount
of characters in the series.

Many fans are average players who simply enjoy the experience and move on.
However, there is a small fraction of the fan-base who engage in higher level
Tales game-play. The wide-spread misinformation amongst the fan-base has
slightly motivated me to correct this with character and mechanic guides
to explain everything I learned over my development as a Tales player.

This FAQ is here to specifically detail Jude and all of his capabilities. 
This FAQ is not here to debate between characters in this game or other 
characters in the series. It's here to guide new players or old who
may want to get some understanding of how Jude plays.


Considering I'm a human being (I think) there will most likely be mistakes.
This is all of the information I feel is worthy to note so any
additions you feel are necessary can be voiced in a PM sent on Youtube.

www.youtube.com/asndarknessdragon <- Radiantroar's channel

If you decide to PM me be clear in what you feel needs to be added
or questioned. If you take the time to ask irrelevant questions you will be 
ignored. I ask that you title the PM "Jude Information" or something to
that effect so I know what you're talking about.

My knowledge of ToX is stemming from 2011 for the most part. If you picked up
a technique or have something of interest to add don't hesitate to say

In that same breathe the insight I give here is from a solo perspective. I 
specifically asked RR to collaborate with me since he has a much better grasp
of party synergy than I do with ToX.

VERSION HISTORY             [Version]

Version 1.00: Finished but subject for future updates
Version 1.01: Updated Arte Section

Jude FAQ                   [Jude00]

Let's get cracking then. So you decided you wanted to step up your Jude
or simply wanted to see more in-depth information on Jude. You're 
at the right place. If you want to see Jude in action I recommend you 
check out 
Omegaevolution's Jude Solo
Dagoldenclip2's Jude No Damage
Masablade's Jude Solo

Jude is a versatile front-line unit. However, like Farah before him he has the
ability to heal his allies in battle. The tie-in with his role as a doctor
fits in this situation. 

One of Jude's main strengths is his speed and ability to teleport behind enemy
opponents with a timed dodge. This makes it virtually impossible for Jude to
get cornered or overwhelmed by any opponent. His speed and light-weight also
play an immense role in his survivability. He has a float-like essence which
helps the player avoid any attack with little concern for punishment.

Jude's basic attacks have great properties such as knockdown and pick-up.
Useful elements when deciding how to approach or escape a foe. 

Read this as a path-way or skill tree.
 Neutral - A basic two-hit combo.
 Neutral -> Neutral = A basic jab
 Neutral -> Neutral -> Neutral = Uppercut
 Neutral -> Neutral -> Neutral -> Neutral = Jab
 Up = OTG (Off the Ground) pick-up
 Up -> Down = Knock-down jab
 Neutral -> Up = High-kick
 Down = Sweep (Knock-down)
 Neutral -> Down = Sweep (Knock-down)
 Neutral -> Up -> Down = Sweep (Knock-Down)
 L1 + Neutral = Shoulder charge (High stun rate)


If you would like to get a visual of Jude's artes I suggest you check out

I will use abbreviations of his artes here during the insight portion. They
shouldn't be hard to figure out. My insight is based on solo usefulness.
Just about every arte is useful in a party scenario as there are little risk.

Universal Arte Changes
100 - Crit Occurence +3%
200 - Power +5%
400 - Link Gauge increment increase +20%
1000 - TP consumption is cut to 2/3
2000 - Power bonus is increased to 20%
4000 - Arte has 25% of not consuming AC while linked
9999 - Arte has 50% of not consuming AC while linked

Usage Notes:
-Speed increase (Recovery time decrease) once after 100 and another after 400.
-Range increases after 200 uses.

Clip's Insight: I personally consider it to be exactly as intended.
A quick-patch if you find yourself in a rough spot. It can be on the slow side
of recovery though

Radiantroar's Insight: A good source of quick healing, but don't heavily rely
on it. Slow on recovery, but uses will increase your cool-down time

Recovery Ring
-Speed increases (Recovery time decreases) once after 100 and 400 uses.
-Range increases after 200 uses.

Clip's Insight: In a party scenario its useful in quick ailment healing
instead of waiting on Elise early-game. Eventually, this arte is quickly out-
classed by Elise's fast casting. You can shelf the arte once she joins.

Radiantroar's Insight: Recovery Ring is for status, same effect as Healer.
Dispell outshadows it, but good if elise is out of commission, or if you're

Demon Fist
-Speed and range increase after 100 and 200 uses.
-Projectile penetrates after 400 uses.

Clip's Insight: The lack of pick-up is slightly upsetting, but the speed in 
which Jude flings it helps a bit in usefulness. The recovery time is extremely
quick so it makes for a great arte to get quick damage off safely.

Radiantroar's Insight: Its ability to go through enemies is useful, and its
range is good for putting distance between Jude and the enemy. Extending to
Double Demon Fang is also useful for trying to lure out tech outs.

Cerberus Strike
-Speed increase after 200 uses.

Clip's Insight: I find it useful early game for guard-breaking but with 
tech-outs it gets shelved quickly. However, the third hit has a slight 
lifting effect that makes it easy to back-step and evade any potential 

Radiantroar's Insight: Its a cheap 3 hits for those who would rather do an arte
rather than normal hits, and its ability to extend to Cerberus Blast is a nice
touch to put a tiny distance away from Jude for a Pivot step. However,
overshadowed by better options after the mid-game.

-Speed increase after 200 uses.
-10% effect increase after 400 uses.
-After 400 uses defense is increased for 10 seconds as well. (Second artes)

Clip's Insight: As usual with Tales I don't see much use for the bonuses.
The pick-up is a nice effect though, and with the defense boost with uses 
it is worth a slot.

Radiantroar's Insight: A small boost to Offense/Defense helps with Jude, 
along with a quck pick up and AC recovery.

Palm Strike
-Speed increase after 100 uses.
-30% chance to "stun."

Clip's Insight: One of Jude's better moves due to the high stun rate. At 30%
(200 uses) you'll see enemies get stunned quite a bit. Great for set-ups or
to simply get your mind back in the fight.

Radiantroar's Insight: Palm Strike's high stun rate allows for a quick get away
when enemy is being aggressive. That being said, it provides perfect synergy
with Milla's Bind link ability.

Aqua Sweep
-Range increase after 200 uses.

Clip's Insight: A good arte for knock-down purposes. Holds the fort until you
get beast. I still find it useful for the few enemies/bosses that have
a weakness to water.

Radiantroar's Insight: Its a good shield cracker before you get Beast, as well
as a good generic water arte for Jude. However, short range and its effect on 
some disproportionately sized enemies make it a chain breaker.

Swallow Dance
-Extra hit added with "Second Artes 2."
-Speed increase after 200 uses.
-Pick-up effect after 400 uses.

Clip's Insight: A useful aerial arte if you need to stall in-air or attack
an aerial enemy. With "Second artes" Jude can attain a 3rd hit in the arte. It
has the ability to pick-up, but I never use it ground-level.

Radiantroar's Insight: more or less... I can't really add any to this one
outside of being one of Jude's ground launcher except overshadowed
by Dragon Shot

Talon Storm
-Speed increase after 200 uses.

Clip's Insight: With the speed increase I find it useful for quickly breaking 
guard and getting fast hits in for a set up.

Radiantroar's Insight: Its an improvement over Ceberus Strike, allowing a quick
guard breaks or attempting to inflict status ailments.

Cyclonic Surge
-After 200 uses there is a chance to inflict paralysis.

Clip's Insight: I find this arte useful for setting Jude up for an aerial
assault. Perhaps its me, but I find the hits slightly difficult to connect

Radiantroar's Insight: Good aerial attack for continuing any aerial chain, 
but hit box is something to be desired.

-After 200 uses there is a chance to guard break enemies.
-After 200 uses chance to break "Iron Stance" increases.

Clip's Insight: Absolutely fantastic arte. It has a near-guaranteed guard-break
property and knocks the enemy down through that. If an enemy is guarding you 
can easily open them up for punishment.

Radiantroar's Insight: Beast is one of Jude's main combo starters as well as
enders. High damage output, 100% chance of guard breaking with most enemies,
aerial enabled, as well as being able to end any combos bosses try to execute
makes it a must have in ANY arte pool combination you give to Jude.

Whirlwind Snap
-After 200 and 400 uses range increases. (Distance enemy is pulled)

Clip's Insight: I like the float-property and it use for aerial positioning.
That's about it really. The range is nice, but outside of aerial manipulation
it isn't that great to me.

Radiantroar's Insight: It also drags enemy towards you. Best for aerial usage;
ground usage is outclassed by...everything else

Rising Falcon
-Extra hit after 200 uses. (ground activation)

Clip's Insight: Another one of Jude's better moves. It's great for positioning,
avoiding, and the extra hit with uses gives that extra assurance of staggering.

Radiantroar's Insight: Should be used in any move pool along with Beast, as it
synergizes with most of, if not every move Jude has. Quick and easy to use,
it allows Jude to reposition and zone the opponent when need be.

Soaring Vortex
-Range increases after 200 uses.

Clip's Insight: A good arte early-game for smooth guard breaking and position
set ups since you'll be behind the enemy. Makes for a good combination with

Radiantroar's Insight: Serves as an early game Beast, as it will negate any
guard or steel body advantage enemies have. However, this arte must be used
while next to an enemy, so plan accordingly.

Mirage Blitz
-After 200 uses chance to inflict stun.
-Chance to break iron stance after 200 uses.
-400 uses increases attack speed.
-The initial frames deal damage after 400 uses. (The backstep)

Clip's Insight: Haha Veigue used it better, but I personally have an affinity
for using it as an aerial dodge. It doesn't do damage from aerial activation,
but Jude spins a rather nice distance away from the enemy. As far as ground
usage goes I'm not too fond of it. 

Radiantroar's Insight: Good for getting behind the enemy from at any moment,
as it will always aim towards the opposite side of where you are facing.

Raging Blast
-After 100, 200 and 400 uses chance to inflict burn increases.

Clip's Insight: The OTG + knock-down combination is pretty neat for an arte.
One of Jude's methods of inflicting the devastating burn ailment. It's worth
a use if you find it to your liking. 

Radiantroar's Insight: No comment here, all been said. Raging Blast pretty
generic, does what it does XD

Dragon Shot
-Extra hit after 200 uses.

Clip's Insight: I find the hits to be a tad iffy with connecting, but the OTG
and aerial positioning really saves it since Jude does well in the air.

Radiantroar's Insight: The hit frames are fairly weird, but a good launcher
setup for Jude for those who want to fly. An alternative to Swallow Dance for
those that wish to have a more reliable ground -> air transition.

Sun Spark
-Range increase after 200 uses.

Clip's Insight: I like this move a lot aesthetically. If you know your combo
set up then you can do quite a bit with this. It packs a nice punch though and 
is a somewhat reliable move. 

Radiantroar's Insight: Great if you're an exhibitionist, terrible against
bosses. Slow start up makes it terrible in a practical fight; in most
situations, bosses would run through, or run around the energy ball, 
wasting TP. Even for Judgment Gate execution, Milla does it faster with
Binding Sphere. Use it at own discretion.

Phoenix Plunge
-Knock-back reduced after 200 uses.
-Enemies knocked higher after 200 uses.

Clip's Insight: A great finishing move after an aerial combo. It also has good
potential for setting up an aerial position, but I prefer to use it after as a
combo ender. Another arte that can inflict burn though. It's worth a slot.

Radiantroar's Insight: A decent move in Jude's movepool. However, because of 
its variability on how high it can knock enemies up, it's better used on light
enemy types for maximum effectiveness. The chance of burn may worth its usage, 
and serves as an easy air-ground knockdown that Jude can capitalize on when
he's back onthe ground. That being said, it has a good synergy with
party link artes.

Blunt Fang
-5% chance for instant death increase after 100, 200, and 400 uses.

Clip's Insight: Eh, it's useless for bosses and I doubt many players would want
to potentially OHKO an enemy while they are comboing. It makes for a nice 
finisher if you kill an enemy after a combo. Otherwise, I find it to be one 
of Jude's useless artes.

Radiantroar's Insight: As the name implies, bluntly put, do not use this arte
on bosses. While the chance of terror and Instant Death can be tempting, there
are far better options to use. With a long cool-down recovery and low 
instant death chances (even with chance increases), there are few pros 
this arte can provide. For Scarlet Fang execution, Milla's Sunburst is far more
reliable to use.

Clip's Insight: A shame Muset isn't in the party long enough to make this worth
it. For the time you have it you might well use it. The ailment chances are a
boon considering the short time you have it.

Radiantroar's Insight: Jude's tethering partner is only temporary, but 
she's EXTREMELY powerful. Providing all 4 of the main elements, Muzet knocks
enemies up while having a high chance of inflicting all 4 elemental ailments
on the enemy. Use her profusely while you can.

Savage Roar
Clip's Insight: A good arcane arte. The knock-down really solidifies the usage
of this arte for a combo opener or mid-combo finisher. Good damage and speed
makes this arte worth the usage if you have a slot available.

Radiantroar's Insight: High damage, fits with Jude's ground game very well.
Should be used frequently if you want a damage dealer.

Shattering Demon Fist
Clip's Insight: Amazing arte. Jude's best in my humble opinion. The damage
output is immense, it has the ability to bounce enemies multiple times, and the
range makes this Jude's most reliable arte. Plus that impact sfx lets you know
business is being handled. An absolute must. Shame it gets toned down in ToX2.

Radiantroar's Insight: Obtained post game, this arcane is extremely powerful.
High damage, causes a bounce effect on stricken enemies. Great as a crowd
control as well.

2nd artes
The second artes add simple additions to pre-existing moves. You can look at
the original arte to get the same insight. They are all useful additions.

Magic artes
When linked to Milla Jude gains access to magic artes wind blade, flare bomb,
aqua protection and grave.

Unlike Milla's wind blade Jude cannot OTG with his. Grave has OTG on the final
hit thankfully. Aqua protection and flare bomb have the same properties as
Milla's so use them accordingly to your combo. I personally don't use them
since the original artes are better in my opinion.

-Jude's usage is best suited with abusing knock-down on enemies (especially
bosses.) However, he is designed generally well for aerial usage as well. 
He has some great artes though that can really destroy enemies while leaving
you relatively safe.

-Become use to playing offensive with Jude. His ability to teleport around 
enemies really gives you the advantage to mercilessly assault and give enemy
AI no real abilities to punish. Teleporting + Soaring Vortex makes for an 
excellent combo opener since it opens enemies. With skills like assault step
Jude has no issues staying in close combo for the duration of the fight. 

-Also take the time to get use to his physics. His jumps are high and slow which
opens up many options whether you want to initiate an aerial combo or simply
escape with rising falcon. A quick back-step after a rising falcon opens up
a large space for breathing room or to quickly retreat if you're in trouble.
His forward step is a large slide forward, but the lack of cool-down makes it
easy to slide around quickly and manipulate your enemy. Between that and his
great jumping physics it's almost impossible to get punished when played

-Get accustomed to a lot of knock-down and OTG. His neutral up, steel, swallow
dance, etc all have OTG properties. Followed with artes like beast and SDF
you can find a flow with OTG loops on opponents. 

-If you're fighting a boss I highly recommend that you use soaring vortex or
beast to open the enemy up. If you take advantage of enemy recovery you can
set up many loops. 

-Shattering Demon Fist has nice bounce physics that can also cause OTG + 
knock-down loops. You typically have up to 3-4 bounces before tech-down

-Take the time to level up Palm Strike. The 30% chance to stun happens rather
frequently when you consider how fast Jude can strike.

-If an opponent has a weakness, exploit it. With elemental weapons at your 
command you not only get cool arte colors, but penetrate gets shattered 
quickly when using the correct element. An elemental demon fist can shatter a 
bosses's penetrate with one or two hits.

-You can also beast to destroy penetrate instantly for the most part. Bosses
typically go 2-3 seconds before it resets so take the opportunity to set up
your loops.

-Mirage Blitz is great for dodging attacks if you use it in the air. The
instant position is a boon if you find yourself afraid to attempt teleporting.

-Overall, there is nothing truly complicated or deep about Jude. He serves his
purpose rather well for a melee unit


-Jude's synergy with the other party members is second to none.
Glory is a boon with everyone, as it prevents staggering. His
healing artes also provides a small healing bonus to whoever he's
linked with, allowing characters to have a survivability boost early

-True to the game's main focus, Jude's main synergy is with Milla. Having
a plethora of Linked Artes with her, they provide the most rounded
duo for most of the game. Glory complements Aerial Armor, which
provide unparalleled protection on both air and ground. Linking with 
Milla also allows them access to Tiger Blade Sigma, their duo Mystic
Arte, wheny you gain access to their secondary arcane artes. But the most
valuable asset that Jude provides with Milla is his consistent hit stun with
Palm Strike and Milla's Bind ability. By abusing Palm Strike's high stun rate,
it allows you to hold an enemy in place ad infinitum, as long as you managed
to inflict a stun condition as soon as the previous Bind expires. This allows a
combo hold that is not allowed under normal circumstances.

-Jude's secondary optimal link characters are Alvin and Leia. 
In addition to having a good Linked Arte pool with these two, 
the artes needed to trigger Alvin and Leia's Linked Artes also overlap with
Milla's, allowing for smooth link transitions in order to benefit the Limiter 
skills to extend OVL time during a Linked Chain. Linking with Alvin at higher
levels allow the usage of Critical Keep, which, while OVL, will cause all 
hits to become critical hits on the opponent.

Rowen and Elize are less priority link partners simply due to less synergy.
Rowen's Linked Artes more or less coincides with Milla's with a few exceptions,
and Alvin would provide better coverage without sacrificing additional arte 
slots. Elize also doesn't provide good synergy; for most parties, she's more 
optimized to heal during the OVL duration to offset incoming damage. However, 
Teepo Enraged is a very good damage dealer if needed. Linking with Rowen/Elize 
can be utilized to your advantage if you need to quickly get your mage away
from an enemy; by executing the Linked Arte, you teleport them to your
side for a quick get away.

LEGAL MUMBO JUMBO           [Legal]

All characters and Tales material belong to Namco.
The links provided in this guide belong to myself, omegaevolution,
and masablade
The only site allowed to host this is Gamefaqs.
Use of this guide for profit is plain crazy and just don't do it. Or face
the wrath of Plantix.

CONCLUSION                  [Conc]

Special thanks to...

asndarknessdragon (Radiantroar) for contributing his knowledge and helping
with the guide.

Masablade for his great Jude run.
Omegaevolution for providing a great Jude run.
Gamefaqs for hosting said guide.
Aseliawiki for extra arte information.
Kouli since his guides over the years kept me interested in the series.
Namco for making said series and bringing this title over here.
You for reading it.



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